Showing posts with label injuries. Show all posts
Showing posts with label injuries. Show all posts

Friday, July 19, 2019

Adventure Comics #47 - pt. 1

It's been nine months since I've last covered the early adventures of the Sandman! This is what happens when I cover so many titles, in such detail...

This story opens with a newspaper article detailing a murder the Sandman is about to investigate. The article is signed by Ogden Whitney, who's been drawing this feature since last issue. Ogden is good, but Bert Christman and Craig Flessel were just that much better...

I'm not surprised that Wesley Dodds was friends with the dead man, as Wesley has one of the richest backstories of early comic book heroes and knows practically everyone. Gardner Fox is starting to tinker with that backstory, though, changing Dodds from a billionaire to a millionaire. And this is the issue where he gives Wesley is his first partner. Being big on strong, equal female partners, it is hardly surprise that Dian Ware is an expert safecracker and resourceful enough to have learned or deduced the Sandman's secret identity (though it's never revealed how). Known as "The Lady in Evening Clothes," Dian even sounds like a mysteryman (or a Victorian one).

The murder weapon is a Corson repeater. I can't find any evidence that's a real thing, but I'm fine with that. I was way too specific about firearms in 1st edition Hideouts & Hoodlums and pulled back from that in 2nd ed.

Sandman still shows some willingness to act in a Chaotic manner, gassing the District Attorney when he won't cooperate and give the evidence back that Sandman already gave to him.

In a firefight with two mobsters armed with sub-machine guns, we see simultaneous initiative, with Sandman gassing them just as one of them shoots Sandman in the shoulder. We also see that Sandman has no control over who is knocked out within the area of effect of the gas, as Dian goes down too. Sandman is weakened by his injury, gradually losing consciousness, which is not a condition covered by the rules, and it takes him a week to recover (players can thank me ignoring this in the rules later!).

Trigger, the killer, is held on $1,000 bond, but for breaking and entering (the police haven't nailed him on murder yet). 

When Sandman confronts Black Bill, Trigger's boss, he mentions Bill isn't as fast as he used to be (more of that backstory I enjoy so much).

Sandman is still not widely recognized on sight; District Attorney Belmont's butler doesn't recognize Sandman by costume until Dian introduces him.

Belmont has three detectives on guard duty in his house, all armed with sub-machine guns. Surely they are not there full-time, but I don't know how Belmont anticipated Sandman coming.

In a nice twist, Dian turns out to be D.A. Belmont's daughter. Unfortunately, as soon as this happens she is "domesticated" and never shows her safecracking skills again. That Wesley falls for her is evident in that he lets her take off his mask and kiss him where her father might see.

Moving on to Barry O'Neill...I'm not sure when Barry went from assisting the French police to working with French espionage, but it seems to have been a gradual transition.  Of course it starts in Paris, because all adventures in France feature Paris. The Village of Vereux is misspelled as Veraux (intentionally?), while Polmere seems entirely fictional.

Barry is able to win initiative against the fake Inspector Le Grand, despite the fact that the doppelganger has a gun trained on Barry's back already; more proof that facing is of little importance for Hideouts & Hoodlums. The doppelganger must have had only a superficial resemblance to Le Grand, as he had to wear a partial face mask to conceal the rest. That the doppelganger is known as Number 37 by his fellow spies suggest that there are at least 37 spies in this spy ring.

Barry scores a direct hit with a grenade and blows up a building. Area of effect damage does not normally need a direct hit, and certainly doesn't for damaging structures. This may be only flavor text, describing how Barry rolled really well for damage.

The spies' car has a concealed radio transmitter in it, which is something good to add to the add-ons list for transport trophies.

(Sandman story read in Golden Age Sandman Archives vol. 1, the rest read at readcomiconline.to.)

Thursday, July 6, 2017

Smash Comics #5 - pt. 1

Black X/Ace doesn't have a clue where the saboteurs are, but he gets a "hunch" that seems to come out of nowhere. I actually wrote a game mechanic for the never-played Detective class that allows him to get a clue from the Editor.


The fight here with the saboteur is a mix of grappling and punching, and I've talked about unarmed combat on this blog plenty (and Black X/Ace doesn't dodge in panel 6; the saboteur just misses). What's worth noting here is that circumstances -- not anything in particular that Black X/Ace does -- forces the morale save (and that saboteur either rolled well or has a fanatical morale).


It's unclear what Batu is doing here, though it seems an awful lot like the spell Locate Object. The casting time seems unusually long, but if Batu is a Supporting Cast Member and not a Hero then the Editor has a little more latitude for changing how magic works for him. Now, the Editor doesn't have a lot of wiggle room for changing things like casting times -- once or twice to heighten tension and the players might overlook it, but used too often it will have the players rightly calling foul.

The crushed forearm is an unusual complication from an injury and, of course, one incompatible with the abstract hit point mechanic. I have talked on the blog before about adding complications for injuries for SCMs, tacked on to hit point loss, but this rule is unlikely to make it into the 2nd ed. basic rulebook now, mainly for space considerations (I'm already past page 110!). I would treat this, then, as just a knockdown/trip attack (and I do need to make sure there's room for that in my combat section) with some pretty brutal flavor text.

Those are some awfully convenient papers Batu finds on Taneo's body. Black X/Ace would be wise to say they were too convenient and might have been intended to falsely implicate another country. That seems a more convincing argument, to me, not to make the papers known.

This is some interesting alternate history, a dream scenario where just the threat of U.S. intervention ends wars. Future history will clearly show otherwise, that the U.S. can't ever seem to end a war in just one year.

The Chief's curious joke about what league the Dodgers were in is, according to Wikipedia, likely a reference to this: "In 1934, Giants player/manager Bill Terry was asked about the Dodgers’ chances in the coming pennant race and cracked infamously, 'Is Brooklyn still in the league?'"  The Brooklyn Dodgers had actually been in the National League since 1890.

Chic Carter is in "Moravia" -- what seems like a clear reference to the then-Soviet-controlled state of Moldova. But the "Arlbourg Pass" must be a reference to the Arlberg Tunnel in Austria. And Brennburg is a barely disguised Brennberg, Bavaria. But, if Chic's train is stopped less than 10 miles from Brennberg, where does that put him? Regensburg is the next largest city, but I believe that would be more than 10 minutes away by train. So that leaves Chic in some little way-stop village along the tracks. No wonder he thinks the place is dead!

The abduction of a Bavarian princess kind of makes sense. The Bavarian royal family, the House of Wittelsbach, was anti-Nazi, and the family's arrest after fleeing to Hungary earlier in the 1930s might have inspired this story.

Bavaria had no king, but a crown prince.

It's a bit of a stretch that the crown prince would want an American journalist's help...but, hey, if that's what it takes to give out a plot hook!

Some Heroes would investigate the duke carefully. Maybe search his home for clues. But our man Chic, he just marches right up to the duke in public and asks him to his face. It's a risky move that angers the duke into attacking Chic with a sword and implicating himself, but an encounter reaction check could have gone a lot of different ways than that.

I'm not sure electric eyes can do what John Law, Scientective, is saying they can, but it's plausible enough for comic books, and thus for Hideouts & Hoodlums.

Also, as a Hero, it pays to check under your hood every once in awhile to look for planted devices. You can never be too careful around villains!

Given how dangerous falling damage is in H&H, levitating someone 35' into the air is a pretty effective trap. Luckily the distance to the trees is shorter, though John's player must have rolled to hit to reach the trees.

(Read at Digital Comic Museum.)


Tuesday, January 17, 2017

Crackajack Funnies #17

Today's adventure of Don Winslow of the Navy includes a naval battle between a battle cruiser and a submarine -- neither one of which is going to make it into the trophy section of the 2nd edition basic book. After much thought and research, I've decided to cap the section on water transport trophies to yachts.

Interestingly, it's a yacht that Don is on and not the two vessels actually fighting. The larger naval battle could be roll-played out, or just treated as background flavor text.

Trigger is "crazed" and staggers blindly from fatigue and thirst. Those are some harsh complications I don't expect any players will want to deal with. Trigger is a mobster, though, so the Editor can assign any complications to him he wants.



This is "Time Marches Back" with Looney Luke, Inventor of the "Time Machine."  It's a feature as bad as its title would suggest. Two things to note from it, though: a) Luke's time machine is his hat, which also lets him fly, and b) this is an actual ghost. Real ghosts are exceedingly rare in the early comics, as they're almost always fake undead. This ghost demonstrates its ability to pass through small holes here, as ectoplasm seems to be closer to a liquid than a solid state.


This is Clyde Beatty, Daredevil Lion & Tiger Trainer -- further proof of my new contention that the longer a title is the worse it is. At least Clyde is done messing around in the circus now and is exploring Africa.

Clyde doesn't bother with taming leopards, though -- he just wants to kill 'em!  I've spoken recently about Hit Dice intentionally not accurately reflecting the comics, and here this leopard would have to have 4 hit points for there to be any chance of that dagger killing it in one hit.

This is Buck Jones and the Canyon Rustler, and there's more going on here than you might think at a glance. Buck has defeated this outlaw (an evil cowboy) and now the outlaw is spilling the beans about the hideout Buck needs to head to next. Buck has already learned how the entrance to the hideout is concealed and the location of a lookout (another new mobster type) guarding the entrance.  But there's also a bandit lurking about and he's about to attack. Look out, Buck!


It's been awhile since we've checked in on Dann Dunn, Secret Operative 48. Here his poor dog Wolf is doing most of the work because Dan is low on hit points. At the end, when all the danger is past, Dan faints from low hp. Except, that's not a thing -- you can't somehow delay unconsciousness in the game through force of will. So, this must be the player's decision to make Dan faint -- self-imposed flavor text, if you will.

Also, an example of the usefulness of carrying handcuffs.


Wash Tubbs finds that the 1930s is a great time to buy things cheap, if you've got the money.

This reminds me of a recent issue I had in the 2nd edition trophy section -- how do you set $ values on hi-tech or magic trophy items so that Heroes don't become instantly rich? One answer is, if it's the pre-WWII years, not enough people are buying who have enough money to make you rich.

Speed Bolton Air Ace should be a lot more exciting than it usually is, but in this installment things really start to happen after a lot of issues of people standing around talking to each other.

I'm wondering, though, if a marksman's medal should be a trophy item. The wielder would get a +1 to hit with missiles?

This is Ed Tracer, G-Man X32. He's in an interesting hideout, and I call it interesting because there's plenty to explore here. Did he search all the cells in the dungeon? What's in that barrel and crate? What flows out of that long pipe sticking out of the wall -- water, or green slime?

The radio room is halfway between levels. It contains a safe - don't you want to know what's in it, Ed? Above that is, one could presume, the ground floor where the party is taking place.

(Scans courtesy of Comic Book Plus.)








Friday, November 25, 2016

Crackajack Funnies #16 - pt. 1

(The following post makes more sense if you think of this as having been posted on Thanksgiving, when I started writing it.)

Happy Thanksgiving!

What is Dan Dunn thankful for? That Hideouts & Hoodlums doesn't have "bleeding out" rules. Despite the fact that he's apparently been unconscious from a gunshot wound for hours, he wakes up just fine. And it really is the amount of time passing that made the difference, not the water that Irwin brought him -- unless Irwin happened to slip a dissolving healing pill into the water!

The mobsters are thankful for the new 2nd edition rule on cover fire, making the police afraid to move into the path of the bullets for they would be automatically hit. But Wolf is fine. Is that because cover fire doesn't work against smaller than man-sized targets, or is the grass really so tall that the mobsters don't have line of sight?

Here, the fact that Wolf hops over a wall and still isn't nailed by the cover fire seems to prove that it doesn't work against smaller than man-sized opponents. Or they switched off of the cover fire tactic for some reason (running out of bullets?).

Dan is awfully optimistic for a man who should be only back up to 1 hit point right now.



We've seen more elaborate trap triggers, like electric eyes, pressure plates, and even motion sensors (before that was even a thing you could buy), but here we get the simple trigger of a black thread setting off an alarm.

This page also suggests that carrying a lit flashlight could make it easier to target someone -- or at least would cancel out the dim light bonus in 1st edition.

Red Ryder is grateful for those hot coals, and being able to kick them in the air as high as a person's face. Now, I do plan on having a rule in 2nd edition for blinding attacks, but should hot material also do damage? I would be inclined to say no, since it gives a double advantage to the blinding attack. Of course, this might make sense for hot coals, but what if the hero was invulnerable and could kick up molten lava? An Editor will still have to play situations like that by ear.

Ed Tracer has less reason to be thankful; first he's tricked by The Piranha, who pretends to have stuck Ed with a poison dart (bluffing is much easier than actually carrying poisoned weapons!), then a mobster gets surprise on him and puts him in a double-arm lock. I have grappling rules for 2nd edition that will cover multiple holds, like this one.


1st ed. H&H had the giant piranha. 2nd ed. is going to stat normal schools of piranha. But this appears to be a tank of only four piranha? That's a pretty easy deathtrap. They're going to be able to do maybe 1 point of damage to him per turn?




This is Buck Jones, and I don't share this page because of the simple "I'll roll a boulder down the hill" trap -- because we've seen that already. No, it's for the peculiar incident of the horse stumbling. Over what? When do cowboy's horses ever trip?  There's no need for a game mechanic for this -- this is clearly a freebie from the Editor.


I'm equally skeptical of this. Should Heroes be able to outrun attacks? How slowly are those boulders rolling? In this case, I'm inclined to say Buck made a save vs. missiles to avoid the boulder trap, which was explained by the flavor text of him climbing a nearby tree to escape them.



Wash Tubbs is abused by his ex-girlfriend's bratty kids in this sequence that harkens back to the strip's pre-Captain Easy days. On the previous page was the ol' bucket of water balanced on the door trap -- avoided by a save vs. missiles and -- since it was only water -- doing no damage.

Itching powder also does no damage but could be a good distraction, maybe making someone save vs. science each turn or lose initiative until the powder is washed off.

Spitballs do no damage, but they sure are annoying (no game mechanic for annoying though).

Trip attacks will be covered under the grappling rules.

(Scans courtesy of Comic Book Plus.)







Wednesday, October 26, 2016

Detective Comics #31

This month's Batman story starts with something remarkable. No, I don't mean that it's now "Batman" and not "Bat-Man" any longer. And I don't mean that Bruce Wayne now has a fiancee we've never met before. No, I mean we first see Batman at the top of a utility pole -- from which he hops down and lands safely. That's got to be a 20-25' jump? That's not something you can currently do, by the rules, in Hideouts & Hoodlums. Heck, I'm not sure I'd allow that as a stunt!

Batman still doesn't have a Batcave, but he does have a secret hangar located somewhere, containing a bat-themed autogyro. We also get the Batarang in this story. Luckily, I've already added boomerangs to the weapons list in 2nd edition.

We learn that Hungary is well known for its werewolves. I'll have to put that in the werewolf entry!

The Batgyro makes a transatlantic crossing, which is conceivably possible. The 1942 Sikorsky R-4 autogyro could go 9,000 miles, which is far more than the ocean voyage between New York and France.

When Batman encounters the Monk, Batman makes his save vs. spells to avoid being hypnotized, but is aware of what was being attempted on him.

The plot requires Batman to make some pretty bizarre decisions to get him all the way to France. He allows Julie to go to France in the first place, even though he's suspicious of the doctor who tells her to go. He leaves Julie alone on the cruise ship to France with the Monk. He follows the ship to the docks, but then somehow loses sight of Julie and has to search the city to find her again. There's a lot of room here for Batman's player to make a different decision and throw off the entire scenario. It would make more sense for most of this to be backstory and for the scenario to begin in Paris.

In Julie's room is a huge gorilla. No idea how Batman doesn't see it from the window, other than a good surprise roll by the Editor.

The Monk's deathtrap for Batman is a net that closes up around him, that the Monk can drop into a pit of snakes at his leisure.

In a separate trap, Batman encounters a "gigantic" gorilla, far larger than the huge gorilla we saw earlier. 15' tall? Easily escaping the gorilla with some leaping and climbing, Batman only has a single guard left to overcome before escaping.

Batman saves Julie from her abductors (more normal guys like the guard) with a sleeping gas pellet, like we've seen him use before.

Following the Batman feature, an educational filler page called "Crime Never Pays" talks about bloodhounds being able to follow a trail 135 miles. It would be nice to know if that was true.

Humor filler is drawn by Paul Gustavson -- of Centaur Comics fame -- in this issue.

Buck Marshall sneaks up on a cabin with some outlaws in it by deliberately missing some shots at game fowl to fool the outlaws into think he's no threat. I want to turn this idea around on my players some time -- have the bad guys pretend to be incompetent to fool the Heroes, then turn out to be really dangerous!

Bart Regan fights "cowardly thugs" in Spy. Now that could be an interesting combination of two stat types. Tough as a thug, but with a cowardly hoodlum's low morale?

The cowardly thugs have a bulletproof car. Trophy item!

Larry Steele solves a murder mystery with an unusual clue -- the murderer slips up and describes a man by the color of his clothes, then Larry learns that suspect is color blind.

Speed Saunders, now relegated to the middle of the magazine, has a murder with an unusual murder weapon -- a mammoth tusk! Speed mounts a methodical investigation at a circus, questioning the witnesses, searching their tents, and corroborating evidence off-site via telegram. I'm not sure about the stolen tusk though...would trying a stolen tusk to a real elephant's tusk really impale a man before it broke loose from its bonds? Path of least resistance seems like it would be the latter. And then, doing it to avoid blood on the elephant doesn't make much sense. If an elephant's real tusk is right next to the fake tusk doing the actual goring, I would still think it would get some blood on it. And how would the killer know the elephant would use that specific tusk and not the opposing tusk?

Speed gets whipped in the face with a real whip and has temporary scarring from it -- a rare complication for a Hero.

Bruce Nelson's scenario is a pretty interesting one too. The plot hooks he receives are all intentional bait to lure him away from home. The scenario is faked so a robber can get into Bruce's home while he's busy elsewhere and rob him of valuable evidence from another case. I could see myself using this in my current online H&H campaign, where there are major events going on in two locations -- but I would need to lay out clues in advance that there's something not kosher about one of the two sets of plot hooks.

Cosmo, Phantom of Disguise, is dealing with two trophy item/potions. One is a paralyzing drug. The other is "essence of intelligence" -- someone else's stolen intelligence, distilled into a potion you can drink, and then increases your own intelligence (+1-2 to INT for 1-4 weeks?).

Slam Bradley tries to rescue a photographer at the zoo who falls into a bear cage. Slam pushes the bear away, then grabs the photographer and runs. Shorty is menaced by a bear cub (1+1 HD?), judging from the size of it. Then they find a constrictor snake in their room and Slam has to shoot it. And lastly they have to fight a tiger in the zoo.

All of that is pretty cut and dry, as far as game mechanics go. But there's this weird scene where Slam is clubbed from behind, and he's not knocked out or even stunned senseless, but he's groggy enough that he can attack, seemingly at a penalty.

(Batman story read in Batman Archives vol. 1, the rest read at readcomics.net)





Saturday, October 1, 2016

Detective Comics #30

The Batman comes back again this issue, and so does Dr. Death, for a rematch. The Batman still doesn't have a Batmobile per se, but drives a "high-powered auto". He is shown easily going over a "high" fence, but at 8', I think anyone more athletic than me could get over that and I wouldn't even ask a player to use up a stunt for that.

Batman uses a silk line for climbing, but without a grappling hook; he lassos a projection from the wall before scaling it. Using a rope to climb would be a situational modifier to a skill check (probably a +1).

The Batman carries a flashlight. He also has potions of sleep that, when their vials are shattered, release sleep gas in at least a 5' diameter. It doesn't last very long, though, as the Mikhail the Cossack wakes up after what seems like only 1 exploration turn.

He hears a "muffled footfall" and keeps from being surprised. I'll have to check to see if I gave mysterymen both a better chance to surprise and a lower chance to be surprised. He also hides in shadows as if using a skill (though thinking to use heavy drapes for cover should probably be a big situational modifier -- maybe +2?).

A flying tackle is really just a trip attack combined with movement, and isn't treated different mechanically (though Batman gets a +4 bonus for attacking with surprise from behind!).  The Batman then trades damage inflicted for distance to push Dr. Death's cossack out the window.

The Batman's kick to the neck that kills Mikhail isn't supported by the H&H game mechanics.

In Spy, Bart Regan jumps out of a car on a bridge and dives into the water. It looks like a suicidal plunge, but Bart lands safely, because it's water and this is a comic book. But bad guys wouldn't know about game mechanics, so they natural assume he died and drive off. Editors, always remember to be impartial when playing the bad guys and not to use knowledge they wouldn't have.

The mad scientist in this issue has built a mind control device he can use on politicians and secret service members. The device is small -- a box that can sit on a tabletop, with a delicate light bulb-like attachment on top -- but it must have a range of miles.

In a rare example of a Hero having a specific injury, Larry Steele is shot and needs his arm in a sling for the rest of his story.

There's a strange escalation of weaponry in Speed Saunder's mystery. The first murder is done with a 13th century antique crossbow, the second is done with an automatic, but then the killer produces a sub-machine gun when she attacks Speed.

Bruce Nelson's adventure starts with a subtler start than normal; a yellow peril hoodlum simply puts a gun in his back and warns him to scram (or "sclam") and there's no fight. Bruce knows this guy is probably in league with some criminals in the area (combining two cliches, this adventure takes place in both Chinatown and a waterfront). But Bruce isn't interested in going after small fish, so he leaves and pursues the lead he was already on. This is so refreshingly different from the play style I usually see in H&H.

It's also worth pointing out that only the Chinese bad guy talks in broken English; the Chinese good guys in the story (and there are two, not just a token one!) talk perfectly normal. Also, kudos to the author (Tom Hickey?) for being the first comic book writer ever to point out that tear gas isn't "very potent in the open air". I've already read so many stories where gas weapons work equally effective no matter where they're used.

The smugglers use speed boats to reach the waterfront from a freighter in this story.

Cosmo's adventure is the opposite of Speed's, in a way, as the threat level deescalates.  A man who looks like Cosmo is shot and killed by the bad guys, who early in the investigation are ready to murder him. But later on, when Cosmo actually knows who the main villain is, Cosmo is simply knocked out and left behind, an easy chance to kill him, or at least put him in a deathtrap, completely missed. It's a sign of an Editor going too easy on his player(s).

(Batman story read in Batman Archives vol. 1; most of the rest of this issue read at www.readcomics.net.)







Monday, September 19, 2016

Popular Comics #42 - pt. 1

People have died from falling off horses in real life, but you don't expect to see that in a comic book and you don't expect that in most RPGs, where falling damage is assigned to specific distance thresholds (like 10' = 1-6 damage). Here, then, is an unusual example for two reasons -- a rare example of taking falling damage for falling less than 10', and a rare complication from an injury. Granted, this is a minor character and not a Hero, but I might still compile these injuries into a table that will be rolled on for non-Heroes.


Speaking of unusual -- here is a rare example of someone attempting to recruit a non-Hero character to, if not his supporting cast, at least to his cause, and failing; probably because of a failed initial encounter reaction roll.



The mobster type "cowardly hoodlum" comes from Bruce Wayne's famous remark "criminals are a cowardly and superstitious lot." I had wanted there to be both cowardly hoodlums and superstitious hoodlums from the start, but I was stymied by how to make the superstitious hoodlum a unique set of stats. And I'm still not satisfied with how I did it.

Which brings us around, finally, to this page of Shark Egan. These are sailors, or sailor-hoodlums, but they are definitely superstitious. And I see now that the difference between a cowardly hoodlum and a superstitious hoodlum is that the superstitious hoodlum actually has good morale, until you spook him.

And then there's also a shark!

As of now, I have no plans to include any game mechanic about being blinded by your own blood to Hideouts & Hoodlums. Notice how the kid seems almost excited about it. Forget Batman -- I'd be scared to meet The Hurricane Kids in a dark alley!

And this vine climbing is a good example of why H&H has to move to a separate skill system instead of folding it into the saving throw mechanic. The kid isn't reactively avoiding anything, he's actively climbing. And I definitely wouldn't just hand wave the mechanics here, since there's a good chance of him falling and taking serious damage.

Now this is great example of concealing the entrance to a hideout. The only way in is to climb straight down a sheer vertical cliff face about 20' (with the risk of a drop much further) to a pterodactyl nest, with a crevice concealed behind it. Also note the small size of the tunnel -- not all hideouts need to be built on a 10' scale.

Mini-hideout map!



This is complicatedly named Mr. Wong, Detective, Featuring Boris Karloff. Sorry for the mystery spoilers, but the idea of glass balls filled with poison gas shattered by a remote siren seems like a good idea for a trap to me.


Funny! The page is called Hold Everything.




Really? An hour to extricate someone from a tree? That's six exploration turns. Either the Editor was making The Masked Pilot's player keep rolling skill checks and the player was really unlucky, or it's harder to extricate a person from a tree than I would have thought.

And what's this with The Masked Pilot's credentials? Is this the prototype for Dr. Who's psychic paper? Maybe credentials should be a trophy item that serves as a "gets the police to do whatever you want" card.

(Scans courtesy of Digital Comic Museum)





Wednesday, August 10, 2016

Detective Comics #29

Bruce Wayne begins this month's adventure doing what every good Hero should do at the start of each day -- read the newspaper for plot hooks. You just never know when your next arch-nemesis is going to leave you a message in the classified section, inviting you to ask for a letter at the post office, that will defy you to stop him from murdering someone, which will actually be a trap.

Before going, Bruce checks over some of his gear. He's equipped himself well with trophy items already, including "gas pellets of choking gas" and suction gloves and knee pads to aid climbing.

And even on arriving at the scene of the trap, The Bat-Man takes further good precautions, leaving a hanging rope outside the penthouse for a quick getaway in case the encounter goes sour.

When The Batman is attacked, he hits two hoodlums at once with a pedestal. Now, that can't be the Fighter class' "combat machine" ability, unless we give The Batman some levels in Fighter. And it can't be the Multi-Attack power unless we give him some levels in Superhero. Right now, the Mysteryman class has no avenue for making multiple attacks in the same turn. So...bit of a mystery there right now.

We do know that The Batman isn't too high in level yet because when he's shot by Jabah, he's apparently low enough on hit points that he decides to retreat (maybe the Editor rolled a 6 for damage)! Or is this no ordinary wound? The Batman is still bleeding from his gun shot wound about two turns later. Now, so far, we have no game mechanic in place for bleeding wounds causing additional damage over turns. Do we need one for gunshot wounds? Or could Jabah have a special trophy item, a Gun of Wounding?

The next day, Bruce Wayne just plain gets lucky, spotting Jabbah on the street as he drives by. You would think that would be a one in a million chance, but it's not really that bad. More likely, the Editor added Jabah to a wandering encounter table with no more than 20 entries on it, giving Bruce a 1 in 20 chance of encountering Jabah there.

Bruce saves Jabbah's intended victim from poison gas by putting a handkerchief over both their faces (good thing Bruce carries two!). Any sensible precaution like that should give a situational modifier of +1 to a saving throw.

The Batman is shown to have more equipment: a glass-cutter for breaking and entering. He uses a lasso in his next fight with Jabah.

Dr. Death's lab is equipped with a pit trap with a mat underneath it, for Dr. Death's quick escape.

What is in the vial Dr. Death accidentally smashes on the floor? He seems to refer to it as "the fiery death", but he may be referring to what he has planned for The Batman. Whatever it is, it seems to work a lot like Greek fire, combusting on impact, spreading quickly, and burning hot.

And that's all just from the Batman story!

In Spy, Bart Regan seems to still be separated from his wife and partner Sally and is saddled with boring partner Jack Steele. Jack is still a 1st-level Fighter, wet behind the ears, and easily captured when he follows the bad guys solo. Now, the bad guys know Jack knows too much; there's really no good reason for them not to kill him. But a good Editor knows to keep the story going as long as possible, and give the Heroes every possible break. So a previously unknown even bigger boss calls in and asks to see Jack.

At least the spies Bart and Jack have to deal with are pretty smart. They have a back-up plan; if their robot plane full of bombs is stopped, they have another pilot in the air who will swoop down and machine gun all the government officials the spies want to murder. Bad guys should always have a back-up plan, because Heroes tend to wreck plans so often.

Interestingly, Bart doesn't seem remotely interested in capturing the spy leader, but mows him down with bullets at long range. I hate it when my players are like that...

The Crimson Avenger, in his story, is hunting down kidnappers, based on the testimony of the kidnap victim they freed. These kinds of clues -- "we were on a farm about fifty miles from here....the front gate was locked with a chain, the second porch step was loose, and a water pump out in back squeaked" -- would be a different kind of investigation than an urban adventure.

The Crimson is not opposed to doing his hero work while out of costume. When he finds the kidnappers, he immediately launches into attacking them, even though he has none of his crime-fighting gear with him. Luckily, his sidekick Wing saves him and brings his gear to him.

During a car chase, The Crimson jumps from car to car. I don't have that on my skill list, but it seems like it would be a hard skill, so there should only be a 1 in 6 chance of that working. Maybe if the cars were going slower it would be easier, but this seems to be a high-speed car chase.

Okay -- what the heck? Speed Saunders is investigating a murder scene, sees a tobacco stain on the ceiling, and correctly deduces from that the tobacco was used to blind the murder victim before he died? That's got to be a case of an Editor feeding clues to the players when they can't solve the scenario on their own.

In Bruce Nelson's adventure, he's chasing a hoodlum (he's literally in a hood -- I wonder if hoodlums should get bonuses if they're wearing hoods) and shoots into the air to try and force a morale save (one of my players just recently tried that).  When that fails, it becomes a chase. Editor and player each make skill checks for their characters. On a 2, they run slightly faster than normal. On a 1, they run much faster than normal. On a 3-6, they just run normal. That's basically how skills will work in 2nd edition.

Cosmo, in his adventure, is on the trail of a mad scientist. He's following a car that he thinks the mad scientist is in -- but rather than trail him back to his lair, Cosmo detours to the local license bureau and inquires who the car belongs to. Interesting technique there, Cosmo -- lucky you the car wasn't stolen!

But Cosmo's luck doesn't end there. He bluffs his way into the mad scientist's home posing as an electric meter inspector. Then the mad scientist simply invites him in and begins showing off his disintegrater raygun. It has a range of six miles and wrecks things as at least a 6th level superhero. When the mad scientist succeeds at disarming Cosmo, it looks like it's all over for that character. But the Editor allows the dropped gun to go off and shoot the raygun, blowing it up somehow. Really...lazy storytelling at its worst here. I can scarcely recommend anything from this as game tips.

And while Cosmo's audacity just seems lazy, Slam Bradley's is perfectly in-character for him. When he receives a threatening letter warning him to stay away from Hawaii, he not only goes there at once, but puts an ad in the newspaper right away saying "I'm here! So what?" (I laughed out loud at that).

But Slam is being suckered -- every note he receives warning him to stay away from somewhere is being used to lure him around (I wonder how many of my players that would work on...?).

Slam is stopped from catching the bad guys in a car chase by the simplest method -- a fork in the road. Unsure of which route to take, Slam gives up and tries something else.

And Slam's next plan is really interesting. Hoping to endear himself to his next suspect, Slam and Shorty endanger the man's life so Slam can rescue him.

The villains' hideout is a house on a leper colony island -- which, you've got to admit, is a pretty good way of keeping intruders away.

Sadly, the story is marred by horrible racism towards native Hawaiians, who are shown to be human-sacrificing primitives, easily tricked by Slam's ventriloquism into thinking Slam and Shorty are gods. Also, there's some bizarre politics, where the Japanese and Chinese seem to be working together to foment revolution in Hawaii.

(The Batman story was read in Batman Archives v. 1, the rest was read at ReadComics.net)











Tuesday, June 28, 2016

Wonder Comics #2 - pt. 2

Yarko has a spell that lets him see in the dark. Infra-Vision?

This is one weird building, by the way. The view of the manor we saw on page 1 of this story looked like a lone building standing on a hilltop. Now there's a moat around one building, or part of the same building, cut off from the rest, that wasn't visible before. Is there a moat inside the house, or is the layout of the place different once you're inside, because it's magic?

Yarko's Rope Trick spell. Rope Trick usually raises a rope vertically, but here it is shown being horizontal as well.

Under hypnosis (like the 2nd level spell Hypnotic Pattern?), victims can be commanded to perform skills better than normal. Maybe at a +2 check?

This is Shorty Shortcake again, one of the properties to carry over from the first issue of Wonder Comics. We have previously only seen temporary amnesia as a complication Heroes suffer from being reduced to zero hit points. Now we can add losing their senses to the short list. The effect leaves the Hero temporarily mumbling incoherently and stunned to the point where the Hero can do nothing more complicated than sitting upright.


Patty O'Day returns -- and we get more evidence that Hideouts & Hoodlums needs leopards statted in the next main book.



Whoa, what the- ?  Patty's new supporting cast member Ham is suddenly a Superhero! He's clearly wrecking things on those bars (which should wreck like doors), and in combat he's either using the power Multi-Attack, or he's a Fighter/Superhero and using combat machine as well!  Way to recruit the SCMs there, Patty!



Dr. Fung and Dan Barrister are back. Dr. Fung has invented a potion that ...well, the science behind it is highly questionable, so let's just call it a Potion of Water Breathing. The Scientist class has seen a little playtesting over the years since it debuted in Supplement III. One of the disappointments has been that scientists are supposed to relegate their inventing to downtime between scenarios, but that's exactly what we see here. A Scientist Hero, then, would have to be lucky enough to be working on something that will be useful in the next scenario (though the Editor could always help make that happen).

I'm not sure what's going on in that top tier of panels. Is Dr. Fung looking to buy lots of pearls to help Dan (who is undercover already as a deep sea diver)? Is he looking for someone the murderers might be unloading stolen pearls to? Or is he just going around, telling people he's loaded with dough, and looking for trouble? All of them are valid investigative angles for a Hero, I suppose.

The cross-section map of the hideout isn't as helpful as an overhead map would have been for running a scenario there, but it's interesting nonetheless.

I don't know that I really needed to share this page. I just think that's one of the goofiest octopi drawings I've ever seen, it's a rare instance of not being called a giant octopus in the comics (is "giant" now always a given?), and -- really -- that leash on its tentacle that holds it close to the villain lair is too comical to ignore.


Listen to Tex Maxon -- if you're going to stuff dynamite in your shirt, store the caps separately!



Man, the quality of these microfiche scans seems to be getting worse. I can still make out Tex saying that'll "seal 'em in for five hours". I wonder how he knows it'll take that long? Can x amount of manpower at y hours of digging duplicate the Dig power for Superheroes?

(Scans courtesy of Digital Comic Museum)


Sunday, June 12, 2016

Adventure Comics #38

Yesterday, I was wondering if surprise should not offer more advantages game mechanics-wise. In "The Original Game" that inspires Hideouts & Hoodlums, the side that has surprise before combat not only gets a free turn to act, but goes first in the next turn of combat. I always thought that was inherently unfair, though, and everyone should have the chance to have the advantage of going first, each turn. But...I am seeing an awful lot of evidence in the comic books of surprise giving Heroes big advantages.

Take, for instance, Inspector Kent of Scotland Yard. In this issue, Kent charges through a secret door, sees the secret plans on the table, runs up, grabs the secret plans, and runs back out through the secret door before anyone can stop him. I don't think all of that should happen in just a surprise turn, but even if Kent has the initiative on the following turn, I'm surprised none of the spies at the table get free back attacks on him when he turns to run.

Tod Hunter has the spell Phantasmal Force/Silent Image cast at him, but sees through it (got a save vs. spells to disbelieve) because the bowmen firing arrows at him make no sound.  Without resolving this storyline, the wizard simply disappears and Tod leaves to go exploring elsewhere. He finds a wanted poster that mentions rape, the first time this subject is ever addressed in a comic book. At the end of the story Tod is shot -- and is never seen again!  Tod Hunter is not the first Hero to have his series canceled in comic book history, but he is the first one to apparently die in his last appearance.

District Attorney Steve Malone is handy in a scenario without being present; he tracks reports of fleeing armored truck robbers by radio, compares them on a map, and tries to predict where they are heading next. This could be a good puzzle for H&H players to try and solve (particularly if there is no wrong answer and the bad guys head where ever the players guess).

Captain Desmo's player might be calling shenanigans in this story -- Desmo and Gabby come across Tartar warriors raiding a village and drive them off. Before the warriors all leave, though, some of them somehow managed to get behind Desmo and snatch Marie, one of his new traveling companions. It's a plot device, clearly, but did not need to be. The Editor could have mapped out the scene, placed all the combatants and noncombatants on the map, and made it clear that Desmo had the double priorities of defending the villagers and his own supporting cast. Could Desmo keep from being outflanked?

Tom Brent is in trouble when he is captured by mobster Vic Gano, but Tom talks his way out of it, pretending to want to join Vic's operation, and thereby gets a new encounter reaction roll out of it, modified by Tom's Charisma.

Vic takes Tom to Vic's boss, or at least a swank apartment where a woman speaks to Vic through a wall. Now, Tom could probably follow up on any number of clues at this point, like finding out who owns that apartment, but Tom chooses instead to get invited to a swank party that night, figuring anyone with that swank an apartment would be invited to it. And turns out to be right!

Skip Schuyler is also captured, but in his case he's tied to a chair and whipped until he has scars on his face. Although rare in comics, maybe there is starting to be some evidence here that there should be a small chance of permanent scarring on Heroes.

Anchors Aweigh reminds us of another use for flashlights: sending Morse code messages to each other (and every Hero seems to know Morse code!).

(Summaries read at DC Wikia)